Error: Main method not found - java

Error: main method not found in class essence.Game, please define the main method as: public static void main(String[] args)
The code:
package essence;
import static org.lwjgl.opengl.GL11.*;
import java.util.List;
import java.util.ArrayList;
import java.util.Random;
import org.lwjgl.input.*;
import org.lwjgl.opengl.*;
import org.lwjgl.*;
public class Game{
List<Box> shapes = new ArrayList<Box>(16);
public Game(){
try {
Display.setDisplayMode(new DisplayMode(800,600));
Display.setTitle("Essence");
Display.create();
} catch (LWJGLException e){
e.printStackTrace();
}
shapes.add(new Box(15, 15));
shapes.add(new Box(100, 150));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
while(!Display.isCloseRequested()){
glClear(GL_COLOR_BUFFER_BIT);
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)){
Display.destroy();
System.exit(0);
}
for (Box box : shapes) {
box.draw();
}
Display.update();
Display.sync(60);
}
Display.destroy();
}
private static class Box {
public boolean selected = false;
public int x, y;
private float colorRed, colorBlue, colorGreen;
Box (int x, int y){
this.x = x;
this.y = y;
Random randomGenerator = new Random();
colorRed = randomGenerator.nextFloat();
colorBlue = randomGenerator.nextFloat();
colorGreen = randomGenerator.nextFloat();
}
boolean inBounds(int mouseX, int mouseY){
if(mouseX > x && mouseX < x + 50 && mouseY > y && mouseY < y + 50)
return true;
else
return false;
}
void randomizeColors(){
Random randomGenerator = new Random();
colorRed = randomGenerator.nextFloat();
colorBlue = randomGenerator.nextFloat();
colorGreen = randomGenerator.nextFloat();
}
void update(int dx, int dy){
x += dx;
y += dy;
}
void draw(){
glColor3f(colorRed, colorGreen, colorBlue);
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x + 50, y);
glVertex2f(x + 50, y + 50);
glVertex2f(x, y + 50);
glEnd();
}
}
public static void main(String[] args) {
new Game();
}
}
Now let's say I change it to:
package essence;
public class Game{
public static void main(String[] args) {
}
}
It will still give the same error. I checked the folder layout, but I confirmed that its Eclipse\Data\workspace\Essence\src\essence and Eclipse\Data\workspace\Essence\bin\essence
It cannot be my Java installation, because all my other projects work fine. Here's a screenshot of the project within Eclipse:
http://gyazo.com/296d53b33fa2619ca300c8a896d097dc
What could be the cause of this error and the way to fix it?

It happens to me as well. Restarting the Compiler fix the problem. For Example, If you are running Eclipse, just restart Eclipse.

Related

LibGDX - How to detect collision between player and multiple platforms (Android)

im triying to create a simple game, where my player, falls into different platforms. However, rigth now, im only able to detect the first collision.
I've tried making a loop, where i call HandleEvent(), but only works for the first platform.
How could i make it to detect every time the player collides with a platform? Thank you!
Player class:
package com.mygdx.juegoreto;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.Rectangle;
import java.util.ArrayList;
public class Personaje {
int x;
int y;
int width;
int height;
int xSpeed;
int ySpeed;
Color color;
public Personaje(int x, int y, int width, int height, int xSpeed, int ySpeed) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.xSpeed = xSpeed;
this.ySpeed = ySpeed;
this.color = Color.WHITE;
}
public void setxSpeed(int xSpeed) {
this.xSpeed = xSpeed;
}
public void setySpeed(int ySpeed) {
this.ySpeed = ySpeed;
}
public void update() {
x += xSpeed;
y += ySpeed;
if (x < 0 || x > Gdx.graphics.getWidth() - 70) {
xSpeed = -xSpeed;
}
if (y > Gdx.graphics.getHeight()) {
System.out.println("tas muerto");
}
}
public void draw(ShapeRenderer shape) {
shape.rect(x, y, width, height);
}
public void checkCollision(ArrayList<Plataforma> plats) {
if(collidesWith(plats)){
color = Color.GREEN;
}
else{
color = Color.WHITE;
}
}
private boolean collidesWith(ArrayList<Plataforma> plats) {
System.out.println("collides");
for (Plataforma plat : plats) {
if(x < plat.x + plat.width && y < plat.y + plat.height && x + width > plat.x && y + height > plat.y){
this.setySpeed(plat.ySpeed);
System.out.println("si");
return true;
}else{
this.setySpeed(-3);
System.out.println("no");
return false;
}
}
return true;
}
}
Main class:
package com.mygdx.juegoreto;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.utils.ScreenUtils;
import com.badlogic.gdx.graphics.GL20;
import java.util.ArrayList;
public class MyGame extends ApplicationAdapter {
ShapeRenderer shape;
Personaje player;
Plataforma plat;
ArrayList<Plataforma> plats;
private float timeSeconds = 0f;
private float period = 0f;
#Override
public void create () {
int x = Gdx.graphics.getWidth() / 2;
int y = Gdx.graphics.getHeight() ;
shape = new ShapeRenderer();
player = new Personaje(x, y - 200, 70, 70, 0, 0);
plat = new Plataforma(x - 70, y - 800, 200, 20,2);
plats = new ArrayList<>(1);
int altura = 0;
for(int i = 0; i <= 1 ; i++){
altura -= 160;
plats.add(new Plataforma((int)(Math.random() * Gdx.graphics.getWidth()), altura, 200, 20, 2));
}
}
#Override
public void render () {
ScreenUtils.clear(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
player.update();
//plat.update();
shape.begin(ShapeRenderer.ShapeType.Filled);
player.draw(shape);
//plat.draw(shape);
timeSeconds +=Gdx.graphics.getDeltaTime();
if(timeSeconds > period){
timeSeconds-=period;
handleEvent();
}
shape.end();
if (Gdx.input.isTouched()) {
if (Gdx.input.getX() < Gdx.graphics.getWidth() / 2){
player.setxSpeed(-2); //IZQUIERDA
} else {
player.setxSpeed(2); //DERECHA
}
}
if(player.y < -40){
System.out.println("tas muerto je");
}
/*for (Plataforma plat : plats ) {
int x = (int)(Math.random() * Gdx.graphics.getWidth());
try {
Thread.sleep(2000);
} catch (InterruptedException e) {
e.printStackTrace();
}
System.out.println(x);
plat.draw(shape);
}*/
}
#Override
public void dispose () {
}
public void handleEvent() {
for (Plataforma plataforma : plats) {
plataforma.update();
plataforma.draw(shape);
}
player.checkCollision(plats);
}
}

how to Rotate only one object by using glrotate in java

I am trying to rotate only one square but it did not work it rotates all of them
in this code when I click N it creates a new square and pushes it in the array I want when I click R to
rotates specific square not all of them
when I search on google I found that glrotate move all the objects created after the calling and I did
know if it is right
package assignment;
import static org.lwjgl.opengl.GL11.*;
import java.util.ArrayList;
import java.util.Random;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
public class input {
private static final ArrayList<Square> shapes = new ArrayList<Square>();
private static boolean thingselected=false;
private static boolean flag=true;
public static void main(String[] args) {
// TODO Auto-generated method stub
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("Input Demo");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
Display.destroy();
System.exit(1);
}
glMatrixMode(GL_PROJECTION);
glOrtho(0, 640, 480, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
shapes.add(new Square(20,20));
while (!Display.isCloseRequested()) {
glClear(GL_COLOR_BUFFER_BIT);
if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
Display.destroy();
System.exit(0);
}
while(Keyboard.next()) {
if(Keyboard.getEventKey()==Keyboard.KEY_N && Keyboard.getEventKeyState()) {
shapes.add(new Square(15,15));
}
}
for (final Square square:shapes) {
System.out.println(square.rotated);
if(Mouse.isButtonDown(0) && square.ismoved(Mouse.getX(),480-`Mouse.getY())&&!thingselected) {`
square.selected=true;
thingselected=true;
}
if(square.selected) {
square.update(Mouse.getDX(), -Mouse.getDY());
}
if(Mouse.isButtonDown(1) ) {
square.selected=false;
thingselected=false;
}
if(Keyboard.isKeyDown(Keyboard.KEY_C)&&square.ismoved(Mouse.getX(),480-Mouse.getY())&&!thingselected ) {
square.changeColor();
}
if(Keyboard.getEventKey() == Keyboard.KEY_R && square.ismoved(Mouse.getX(),480-Mouse.getY())){
if(flag)
square.rotated=true;
if(square.rotated)
{
square.rotate();
}
flag = false;
}
if(Keyboard.getEventKey() == Keyboard.KEY_T) {
square.transelate();
}
square.draw();
}
Display.update();
Display.sync(60);
}
Display.destroy();
}
private static class Square{
public int x,y;
private float red,green,blue;
public boolean selected=false;
public boolean rotated=false;
Square(int x, int y){
this.x=x;
this.y=y;
Random random=new Random();
red=random.nextFloat();
green=random.nextFloat();
blue=random.nextFloat();
}
void draw() {
glColor3f(red, green, blue);
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x+50, y);
glVertex2f(x+50, y+50);
glVertex2f(x, y+50);
glEnd();
}
boolean ismoved(int mousex,int mousey) {
return mousex > x && mousex < x+50 && mousey > y && mousey < y+50;
}
void update(double dx,double dy) {
x+=dx;
y+=dy;
}
void changeColor() {
Random random=new Random();
red=random.nextFloat();
green=random.nextFloat();
blue=random.nextFloat();
}
void transelate() {
glTranslated(0.1, 0, 0);
}
void rotate() {
glRotated(0.1, 0, 0, 1);
}
}
glRotate and glTranslate manipulate the current matrix. You have to do the rotation and translation before drawing the object. Use glPushMatrix and glPopMatrix (see glPushMatrix / glPopMatrix) to save the current matrix on the matrix stack before changing it and to restore it after the object is drawn.
Add variables for the rotation and translation and change them in translate an roatate. Use the variables in draw:
private static class Square {
private double translateX, angleZ;
// [...]
void draw() {
glPushMatrix();
glTranslated(translateX, 0, 0);
glRotated(angleZ, 0, 0, 1);
glColor3f(red, green, blue);
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x+50, y);
glVertex2f(x+50, y+50);
glVertex2f(x, y+50);
glEnd();
glPopMatrix();
}
void transelate() {
translateX += 0.1;
}
void rotate() {
angleZ += 0.1;
}
}

Score not Updating in Pong

I'm very confused as to why my scoreboard isn't updating on screen. The scores are increasing (I checked with debugger, also the ball is being centered). But the scoreboard isn't updating at all it constantly says "0 : 0"
Pong Class
package com.dheraxysgames.pong;
import java.awt.Dimension;
import javax.swing.JFrame;
public class Pong extends JFrame{
private static final long serialVersionUID = 1L;
//Set Resolution
public static final int width = 300,
height = width / 4 * 3,
scale = 3;
public Pong() {
Dimension size = new Dimension(width * scale, height * scale);
setSize(size);
setTitle("PONG");
setResizable(false);
setVisible(true);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(new GamePanel());
}
public static int getWindowWidth(){
return width * scale;
}
public static int getWindowHeight(){
return height * scale;
}
public static void main(String[] args) {
new Pong();
}
}
GamePanel Class
package com.dheraxysgames.pong;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class GamePanel extends JPanel implements ActionListener, KeyListener {
private static final long serialVersionUID = 1L;
Ball ball = new Ball();
Player player = new Player();
AI ai = new AI(this);
public GamePanel(){
Timer time = new Timer(50, this);
time.start();
this.addKeyListener(this);
this.setFocusable(true);
}
private void update(){
player.update();
ai.update();
ball.update();
ball.checkCollision(player);
ball.checkCollision(ai);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, Pong.getWindowWidth(), Pong.getWindowHeight());
g.setColor(Color.WHITE);
Font font = new Font("IMMORTAL", Font.BOLD, 50);
g.setFont(font);
g.drawString(player.score + " : " + ai.score, Pong.getWindowWidth() / 2 - 60, 50);
player.paint(g);
ai.paint(g);
ball.paint(g);
}
public Ball getBall(){
return ball;
}
public void actionPerformed(ActionEvent e) {
update();
repaint();
}
//Keyboard
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP) player.setYVelocity(-10);
if (e.getKeyCode() == KeyEvent.VK_DOWN) player.setYVelocity(10);
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP) player.setYVelocity(0);
if (e.getKeyCode() == KeyEvent.VK_DOWN) player.setYVelocity(0);
}
public void keyTyped(KeyEvent e) {
}
}
Player Class
package com.dheraxysgames.pong;
import java.awt.Color;
import java.awt.Graphics;
public class Player {
public int score = 0;
private static int width = 50,
height = 150;
private int x = 800, y = (Pong.getWindowHeight() / 2) - (height / 2),
yV = 0;
public Player() {
}
public void update(){
y += yV;
}
public void paint(Graphics g){
g.setColor(Color.GREEN);
g.fillRect(x, y, width, height);
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getWidth(){
return width;
}
public int getHeight(){
return height;
}
public void setYVelocity(int speed){
yV = speed;
}
}
AI Class
package com.dheraxysgames.pong;
import java.awt.Color;
import java.awt.Graphics;
public class AI {
public int score = 0;
private static int width = 50,
height = 150;
private GamePanel field;
private int x = 50, y = (Pong.getWindowHeight() / 2) - (height / 2),
yV = 0;
public AI(GamePanel game) {
this.field = game;
}
public AI(){
}
public void update(){
if(field.getBall().getY() < this.y) yV = -8;
if(field.getBall().getY() > this.y) yV = 8;
y += yV;
}
public void paint(Graphics g){
g.setColor(Color.GREEN);
g.fillRect(x, y, width, height);
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getWidth(){
return width;
}
public int getHeight(){
return height;
}
public void setYVelocity(int speed){
yV = speed;
}
}
Ball Class
package com.dheraxysgames.pong;
import java.awt.Color;
import java.awt.Graphics;
public class Ball {
private int x = Pong.getWindowWidth() / 2, y = Pong.getWindowHeight() / 2,
xV = 10, yV = 10;
private static int size = 40;
Player player = new Player();
AI ai = new AI();
public void update() {
x += xV;
y += yV;
if (x < 0){
reverseXDirection();
player.score++;
x = Pong.getWindowWidth() / 2;
y = Pong.getWindowHeight() / 2;
}
if (x > Pong.getWindowWidth() - size){
reverseXDirection();
ai.score++;
x = Pong.getWindowWidth() / 2;
y = Pong.getWindowHeight() / 2;
}
if (y < 0 || y > Pong.getWindowHeight() - size - 38) reverseYDirection();
}
public void paint(Graphics g){
g.setColor(Color.GREEN);
g.fillOval(x, y, size, size);
}
private void reverseXDirection(){
xV = -xV;
}
private void reverseYDirection(){
yV = -yV;
}
public void checkCollision(Player p) {
if (this.x + size > p.getX() && this.x + size < p.getX() + p.getWidth()){
if (this.y + size > p.getY() && this.y + size < p.getY() + p.getHeight()){
reverseXDirection();
}
}
}
public void checkCollision(AI ai) {
if (this.x > ai.getX() && this.x < ai.getX() + ai.getWidth()){
if (this.y > ai.getY() && this.y < ai.getY() + ai.getHeight()){
reverseXDirection();
}
}
}
public int getX(){
return x;
}
public int getY(){
return y;
}
}
In you're Ball class the score you're updating is not the same score that is being checked in the GamePanel class.
Notice how in both classes you are calling
Player player = new Player();
AI ai = new AI();
player and ai in Ball are seperate instances from the player and ai in GamePanel.
You will need to get the player and ai from the GamePanel class and pass them to the Ball class. The easiest way to do this would probably be to give Ball a constructor like so
Player player;
AI ai;
public Ball(Player player, AI ai) {
this.player = player;
this.ai = ai;
}
And in your GamePanel class change:
Ball ball = new Ball();
Player player = new Player();
AI ai = new AI(this);
To this:
Player player = new Player();
AI ai = new AI(this);
Ball ball = new Ball(player, ai);
It's been a while since I've used java so I'm probably forgetting a simpler way to do this, but this should solve the problem.

Trying to move a quad/square with the mouse - LWJGL

Im trying to make a square follow my mouse after i left click on it . When i right click the square should stop following my mouse .
My program detects that im clicking inside the square , but for some reason it doesn't update its position based on Mouse.getDX/DY .
import static org.lwjgl.opengl.GL11.*;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
public class SimpleOGLRenderer {
private static boolean somethingIsSelected = false;
public static void main(String args[]) {
try {
Display.setDisplayMode(new DisplayMode(800,600));
Display.setTitle("Hello World");
Display.create();
} catch (LWJGLException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
//Initializare OPENGL
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
while(!Display.isCloseRequested())
{
//Render
glClear(GL_COLOR_BUFFER_BIT);
Box box = new Box(100,100);
if(Mouse.isButtonDown(0) && box.inBounds(Mouse.getX(), Display.getHeight()-Mouse.getY()-1) && !somethingIsSelected)
{
System.out.println("Box clicked");
somethingIsSelected = true;
box.selected = true;
}
if(Mouse.isButtonDown(1))
{
box.selected = false;
somethingIsSelected = false;
System.out.println("Box released");
}
if(box.selected)
{
box.update(Mouse.getDX(), -Mouse.getDY());
}
box.drawQuad();
Display.update();
// Display.sync(60);
}
Display.destroy();
}
private static class Box{
public int x, y;
public boolean selected=false;
Box(int x, int y) {
this.x = x;
this.y = y;
}
void drawQuad()
{
glBegin(GL_QUADS);
glVertex2i(x,y);
glVertex2i(x+50,y);
glVertex2i(x+50,y+50);
glVertex2i(x,y+50);
glEnd();
}
void update(int dx,int dy)
{
x = x + dx;
y = y + dy;
}
boolean inBounds(int mouseX, int mouseY) {
return mouseX > x && mouseX < x + 50 && mouseY > y && mouseY < y + 50;
}
}
}
The program works fine and the Box does update!
The problem lies in where you create the Box.
while(!Display.isCloseRequested())
{
//Render
glClear(GL_COLOR_BUFFER_BIT);
Box box = new Box(100,100);
...
See, you create the Box inside the main-loop, therefore it gets deleted and initialized each time it loops. Simply move it outside the loop, so it doesn't get initialized at every loop, like this.
Box box = new Box(100,100);
while(!Display.isCloseRequested())
{
//Render
glClear(GL_COLOR_BUFFER_BIT);
...

Syntax Error on token 'class' # expected [JAVA - LWJGL]

I've got an error whilst coding one of my classes.
My imports are,
import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_MODELVIEW;
import static org.lwjgl.opengl.GL11.GL_PROJECTION;
import static org.lwjgl.opengl.GL11.glClear;
import static org.lwjgl.opengl.GL11.glLoadIdentity;
import static org.lwjgl.opengl.GL11.glMatrixMode;
import static org.lwjgl.opengl.GL11.glOrtho;
import java.util.Random;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
public class InputDemo{
public InputDemo(){
int height = 720;
int width = 1280;
try {
Display.setDisplayMode(new DisplayMode(1280, 720));
Display.setTitle("Input Demonstration");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
//Initialization code OpenGL
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1280.0, 720.0, 0.0, 1.0, -1.0);
glMatrixMode(GL_MODELVIEW);
while(!Display.isCloseRequested()) {
//Render (Quads are X, Y (Across, Up + Down))
glClear(GL_COLOR_BUFFER_BIT);
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE))
{
Display.destroy();
System.exit(0);
}
int dx = Mouse.getDX();
int dy = -Mouse.getDY();
System.out.println(dx + ", " + dy);
Display.update();
Display.sync(60);
}
Display.destroy();
}
private static class Box{
public int x, y;
public boolean selected = false;
private float colorRed, colorBlue, colorGreen;
Box(int x, int y)
{
this.x = x;
this.y = y;
Random randomGenerator = new Random();
colorRed = randomGenerator.nextFloat();
colorBlue = randomGenerator.nextFloat();
colorGreen = randomGenerator.nextFloat();
}
boolean inBounds(int mousex, int mousey)
{
if(mousex > x && mousex < x + 50 && mousey > y && < y + 50)
return true;
else
return false;
}
void update(int dx, int dy)
{
x += dx;
y += dy;
}
void randomizeColors()
{
Random randomGenerator = new Random();
colorRed = randomGenerator.nextFloat();
colorBlue = randomGenerator.nextFloat();
colorGreen = randomGenerator.nextFloat();
}
void draw()
{
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x + 50, y);
glVertex2f(x + 50, y + 50);
glVertex2f(x, y + 50);
glEnd();
}
}
/**
* #param args
*/
public static void main(String[] args) {
new InputDemo();
}
}
The error is 'Syntax error on 'class', # expected'
aswell as,
'Insert '}' to complete block'
Also, can you see an error with the draw() because I can't but glBegin isn't working as 'GL_QUADS isn't a variable, but I can't find where I've used it as a variable...'
There should be no () after Box and you should close } at the end of your class.
Also, you should not be creating a new instance of Random on each function call. Let it rather be a property of that class.
private static class Box {
public int x, y;
private float colorRed, colorBlue, colorGreen;
private Random randomGenerator;
public Box(int x, int y) {
this.x = x;
this.y = y;
this.randomGenerator = new Random(System.currentTimeMillis());
randomizeColors();
}
public void randomizeColors() {
colorRed = randomGenerator.nextFloat();
colorBlue = randomGenerator.nextFloat();
colorGreen = randomGenerator.nextFloat();
}
}
As for OpenGL problem, take a peek here:
http://en.wikipedia.org/wiki/Java_OpenGL
Are you sure you have all things imported and called properly?
I have only worked with OpenGL in Python, but if I recall correctly, GL_QUADS were comparable to Enums in Java (or static class variables mapped to ints but with Enum-like names)
Your code missing end } brace for class and class doesn;t contain (), Box definition should be just Box not Box(). Your constructor is closed and method is closed, but class is not closed.

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